Lobotomy Corp (Early Access Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam
Other Reviews: Release

Lobotomy Corp is, at its heart, a management sim. You control a limited number of agents by assigning them tasks, which they take time to do, and you have perhaps more to do than you can. Manage the results.

You always start with the thankfully easy to please Hundred Sins and One Good Deed. But it quickly ramps up…

Thing is, those “results” are death, madness, and horror. Because what you’re managing is an SCP facility. For those who haven’t heard of the SCP files, it’s a community led horror universe, where the horrors are being exploited and studied (or just held in the hope that they don’t go off) by the SCP Foundation (SCP standing for Secure, Contain, Protect), and they range quite widely from deadly buildings, to monsters and people-as-monsters, to seemingly innocuous objects with secrets. Often deadly secrets. Unfortunately for you, most of the items in Lobotomy Corp are unknown to you unless you either have an encyclopaedic knowledge of SCP files. So there’s a lot of death and screaming and… Restarting.

Lobotomy Corp is not an easy game. Each successful mission (Which involves keeping said objects, monsters, and things “happy” enough to harvest some unspecified energy from them) adds a few more, only some of which are known to you from previous experience, and from the second mission on, it’s very easy to get, say, The Red Shoes, which is an instant no go area for women operatives due to its effect. Making things tougher, when some SCPs are unhappy, they lure the non-playable staff in, causing havoc all on their own. It’s interesting from a world standpoint, and very fitting, but unfortunately, makes the game feel a bit arbitrary until, y’know, you’ve worked out what a thing does and how to keep it happy. Considering each agent has four “skills”, four types of overall approach, and that, in the case of a gender or approach “liking” SCP, that agent cannot be used, it’s hard. Uncomfortably so.

WHOOPS! I DID THE WRONG THING, AND NOW WE’RE AAAAAALLL GOING TO DIEEEE.

Visually, it’s thankfully very clear. You know what things do fairly quickly, the contained things’ happinesses are in clear bars, and the game helpfully informs you, both visually and textually, when things have gone horribly wrong. In between missions, there’s chat between you and an AI, and this seems quite interesting, but the meat of the game is, really, levelling and getting agents, researching things to help your agents survive, and figuratively throwing them to the wolves to see what the wolves do.

Thing is, I’d still say to check the game out if you’re interested in the SCP universe, firstly because it’s certainly different than the various creepypasta games I’ve seen that are inspired by it, and secondly because it’s also a somewhat fitting game. Hopefully, there will be some options to tone the difficulty down some, but I can’t say I don’t enjoy the game. I’m just not fond of the restarts.

So… Many restarts. Damn you, Red Shoes. Damn you to heck.

The Mad Welshman can be found under SCP-[REDACTED]. Just so you know how to greet me at expos.

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Formula Fusion (Review)

Source: Early Access Purchase
Price: £14.99
Where To Get It: Steam
Other Reviews: Early Access 1, Early Access 2

Future Racing, it seems, is firmly back. And it’s international. Even without the mechanical and visual polish that Formula Fusion shows, it’s to the game’s credit that one of the better teams in the game is not American, or Australian, or British… It’s from the Middle East. Galaxy racing, from the Jazirat Al’Arab (the Arabian Peninsula.)

Despite some odd notes, I can’t help but like the backstory here. Go, Galaxy Racing!

It is then, perhaps a shame that the game’s still a bit of a resource hog, doesn’t explain its powerups all too clearly, and has some later tracks that make even a hardcore Future Racing fan like me reach for the airbrakes. Both of them.

Formula Fusion, by R8 Games, is, in its way, very traditional Future Racing: There’s a campaign, which unlocks tracks in the rest of the game, there are different craft with different strengths and weaknesses (In the areas of Engine (speed), Handling, Anti-Gravity (Not fully explained, but it seems to deal with pitch adaptation and air control), and Defense), weapons and defensive systems, and other unlocks through in-game currency.

It’s actually quite interesting to note how R8 have meddled with the formula, because, on the whole, it’s an improvement. By winning currency in game, you can unlock modifiers for your craft, tuning it to your liking (I like to turn as much as I can as high as I can), adding variation to your weaponry, and unlocking tracks without necessarily having to play through campaign mode. Similarly, within the races themselves, while familiar features abound (Speed boost pads, weapon and shield energy pickups, airbrake turning, and the necessity of good pitch control on faster speed classes), combat is mostly de-emphasised, and some of the nastiest kit a racer can deploy with their weapon charge is actually on the defensive end. One in particular that sticks out is the Flashbang, which, when deployed against you, obscures your vision of the track for just a second, maybe two… But even on the slowest speed class, this can lead to hitting a wall, another racer, or missing a vital speed boost pad. Weapons also need to be charged with weapon pickups, and you get very few uses of a weapon unless you’re actively looking to power up your weapons… In which case you’re missing those vital boost pads. Which you can hit two of at once. And each one you get charges a turbo boost itself.

Yes, the boost pads are angled *up* . No, that doesn’t mean anything… Most of the time. 😛

Visually and aurally, the game is a distinct pleasure, with some great tunes, solid sound effects, clear visuals (especially when motion blur gets turned off), and, as with the early Wipeout games, The Designers Republic give the UX, advertisements, and team logos (among other things) their signature, highly recognisable flair. The game is mostly clear, interface wise, but this, alas, is a good segue into some of the bad points of Formula Fusion.

See, for all its good points, for all that the tournament does allow you to mostly get through without playing the more difficult tracks, the more difficult tracks are very difficult indeed. For all that Atlas Torres is a high octane track, with lots of lovely airtime that pleases my black little heart, it’s also a track that you first encounter on the FF3000 circuit, aka “The third highest speed class in the game, and no god-damn joke” , and it is also a track with an absolutely silly amount of hard turns. As in “Airbrake now, or forever explode in the sky” hard. The cards for improving various craft elements, as well, seem to imply some extra effect, but if there’s any beyond improving, for example, the handling in reality, it’s somewhat difficult to tell. Similarly, despite the “Boost charged” voice clip, you can, in fact, use your boost at any time, it’s just it’s best if you wait until it’s fully charged. Finally, the game is a bit of a resource hog, to the point where even my moderately beefy system needs a run up to get reasonable loading times and silky smooth framerate, rather than a somewhat painful startup and the occasional stutter.

Back of the starting grid? Just means you cry more when I pass you, suckers.

Still, if you want to see some solid Future Racing with the emphasis more on the racing end of things (While still having enough “combat” to please your average combat racer), then you definitely can’t go far wrong with Formula Fusion. R8 has quite obviously learned some lessons from their past projects (Yes, the Wipeout games), and, flaws aside, it’s definitely worth the price they’re asking if you can run it.

The Mad Welshman is happy so many folks love Anti-Gravity racing. It brings folks from all walks of life, and walls on all walks of life, together!

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StarCrawlers (Review)

Source: Birthday Gift
Price: £14.99 (£18.99 for game and soundtrack)
Where To Get It: Steam, GOG
Other Reviews: Early Access

Being touched by knowledge of the Eldritch Thingumawotsits from The Dark Between The Stars is, it turns out, rather rough. But it does have its upsides. Being able to drain the shields of your enemies, smite them with pure Void… Yup, definitely has its compensations.

The bosses can get quite inventive, including this feller and his robo-dawgies. Git!

And this, funnily enough, is one of the things I like about StarCrawlers: Every class has its ups and downs, and, more importantly, its own flavour. So the temptation to have a save game in each class, so as to explore the story of the game from several perspectives, is definitely tempting. Even if I’m not actually the biggest fan of the Void Psyker due to the whole “Not so hot portrayal of mental health and occult stuff” being a roadblock for me.

In any case, StarCrawlers is a turn based, step based roleplaying game set in a corporate space opera universe, where everything moves when you do, your actions in combat have time costs that need to be considered, but it’s perfectly okay, because time doesn’t move on until you’ve had a cup of tea, a nice think, and then held down the mouse button, selected “MURDER THESE DAMN ENEMIES ALREADY”, and moved on. It does interesting things, like being able to look around while you explore, which you’ll need, as not everything is at eye level. I’ve found security panels and credsticks in some odd places, from next to desks, near the floor, and even, in a couple of cases, just lying, in a planter. Okay, not the security panel, but yeah, the game wants you to look around, and it demonstrates this by hiding things so that looking around nets you maximum loot. It’s also a fairly colourblind friendly game, and the UI is pretty clear.

If you don’t like the psychic darkside, then how about the power… To kill a droid from 200 yards away… WITH MIND BULLETS?!?

So, is there anything bad about the game? Well, apart from the characterisation of the Void Psyker, which is, tbqh, a hackneyed stereotype I’d really rather see less of, my main “complaints” are more like “niggles.” For optimal play, you will want a hacker and an engineer in your party, so as to, respectively, hack terminals and security panels, and fix shit that’s broken. The plot missions require a few level ups to get to, but this is actually okay because the generation of the levels keeps to a theme, and occasionally goes interesting places like the inside of mining asteroids and the like, while still making sure that secret doors aren’t blocked off, that once you know an area’s “theme”, you can quickly find security trip-lasers, secret door buttons, and, of course, the things likely to contain loot.

There’s a lot to StarCrawlers, but thankfully, it’s pretty accessible, from the Black Market to the faction system that can lead to assassins being sent after you by a corporation you’ve pissed off (In my runs, nearly always Chimera Corp, the Umbrella of the spaceways, but you might end up pissing off someone like Horizon Robotics or The Workers Union instead), it has an interesting universe, good sounds, good music, and clear visuals. I’d heartily recommend it to RPG fans, as it’s a good example of making a genre that occasionally gets bogged down in grogginess accessible to folks of all types.

“You don’t think it’s too subtle, Marty, you don’t think people are going to drive down and not see the door?”

The Mad Welshman inspires many a space psychic, being formed of the pure Dark Between The Genres.

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EVERSPACE (Review)

Source: Birthday prezzie
Price: £22.99
Where To Get It: SteamGOG
Other Reviews: Early Access

I do love me my first person space shooting games, and I do love me my procedural generation, so EVERSPACE (Capitals intended) continues to ring my bell in a most pleasing manner… With one exception: The story.

“Ye’re a Clone, ‘Arry!”
“You what?”
“A CLONE, ‘ARRY!”

More accurately, the fact that, once I’ve missed the story, that’s it, boom, it’s gone, it’s done, and you won’t see it again. I don’t mind so much that you don’t get new story until you reach the next sector, because honestly, the story is interesting, and takes a few twists and turns. Suffice to say, the strangeness of multiple pilots piloting what appears to be the same ship was indeed, as many players had speculated, that you are a clone. And that’s not a spoiler, because a) It was p. obvious, and b) It gets revealed in Sector 2. Of 7. And is foreshadowed from the start.

It’s kind of hard to write the release review at this point, because my opinion remains largely unchanged: The voice acting is excellent, while remaining down to earth (I especially like HIVE, the fussy, very snarky core of the AETERNA system of the ship you fly), the different ships definitely make for a different gameplay experience, and the dying while levelling up over time mechanic, that we’ve now seen in multiple games this month, let alone this year, remains a fairly decent way of lengthening play while not making it feel like grind (Even though that’s exactly what it is.) The handling is good, the music and sound design pleasing…

This screenshot, taken just moments before death, shows you a Bad Idea: Taking on an Okkar Corvette before you’re *damn good and ready*

… I am, however, the first to admit it’s not for everbody. You don’t get to keep money between runs, so unlocking your first other ship (From your two choices of the Scout or the Gunship) can feel extremely annoying, some of the achievements seem a little forced (No, really, what do I have against floodlights, of all things?), and, of course, space shooters in general are a genre that doesn’t have a great history accessibility wise, being hard to simplify and requiring a little bit of twitch to the old reflexes. Still, it’s got a lot going for it, and having a different ship does make for a somewhat different experience.

The scout, for example, can cloak, and begins with a charged sniping weapon and a beam laser, relying on speed, cloaking, and the limited automatic lock-on of the beam laser to win the day, while the Gunship has a top turret, heavier weapon loadouts, more armour… And begins with no shields, making it a battle of attrition until you get some. There are also skills that don’t depend on a ship, and it’s these I tend to prioritise while playing because… Honestly, who doesn’t want more credits, better resources, and the knowledge beforehand that if they go that way, they’ll encounter a terrifying black hole, and if they go that way, they’ll encounter an Okkar warship?

The Gunship remains my favourite.

Any which way, if you like space flight shooting type games, don’t mind the fact that you (currently) only get the story once, and will be seeing the early sectors a fair bit, then EVERSPACE is definitely worth a go. The story gets very interesting, fairly quickly, it has both 1st and 3rd person modes, an action cam for when you want to take ROCKING SCREENSHOTS, and the ship design is well worth a look.

“I think I’m getting the hang of thi-” is, perhaps, The Mad Welshman’s most common set of last words. TMWr1-46, 58-64, and 128-209 have all said such words before rejoining the star-stuff Carl Sagan said we’re all made of.

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